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Vilanova
Medical Prize
2 Physiological
4 Neurobiology
surveillance camera
touch screen
joystick
pulse sensor
skin conductance
sensors
rotary encoder
collector ring
Figure 1: Two photographs and a simplified illustration of our O CTAV IS virtual reality (VR) system. Eight screens, arranged in
an octagon, provide a 360 panorama visualization of the virtual environment. Two door segments can be opened. Navigation
in the VR is performed through a modified office chair. Its orientation determines the movement direction. A throttle joystick
in the armrest controls the movement speed. Easy and natural interaction with objects is enabled through a simple touch screen
interface. Biosensors and surveillance cameras permit permanent patient observation by clinical staff.
Abstract
Brain function disorders, resulting for instance from stroke, epilepsy, or other incidents can be partially recovered
by rehabilitation training. Performing neuro-rehabilitation in virtual reality systems allows for training scenarios
close to daily tasks, is easily adaptable to the patients needs, is fully controllable by clinical staff, and guarantees
patient safety at all times. In this paper, we describe the O CTAV IS system, a novel virtual reality platform developed primary for clinical studies with and rehabilitation training of patients with brain function disorders. To meet
the special requirements for clinical use, our system has been designed with ease of use, ease of maintenance, patient safety, space and cost efficiency in mind. Our system has been successfully deployed to four hospitals, where
it is used for rehabilitation training and clinical studies. We report first results of these studies, demonstrating that
our system is immersive, easy to use, and supportive for rehabilitation purposes.
1. Introduction
Every year about 270.000 people in Germany suffer stroke.
Half of them remain disabled, which makes stroke the most
frequent reason for becoming disabled as an adult. Apart
from stroke, brain function disorders can also result from
cerebral traumata caused by accidents, as well as from psychiatric or neurological diseases (e.g., epilepsy).
c The Eurographics Association 2013.
Neuro-rehabilitation training can help to (at least partially) recover the lost cognitive abilities. Unfortunately it is
well known that the improvement gained in standard paperand-pencil tests cannot sufficiently be transferred to reallife scenarios. This is mainly because these standard tests
(1) train certain cognitive functions in isolation and (2) are
rather abstract and far from the problems in daily routine.
Zell et al. / O CTAV IS: A Virtual Reality System for Clinical Studies and Rehabilitation
VR technology helps to design more realistic training scenarios in highly immersive setups (see, e.g., [RBR05]). In
addition, VR training has the benefit that it can easily be adjusted to the specific needs or capabilities of the patient and
can perfectly be controlled by clinical staff.
In this paper, we describe the VR system O CTAV IS ,
which was developed during the interdisciplinary ERDF
project CITmed: Cognitive Interaction Technology for Medical Applications . Its main purpose is the diagnosis and
rehabilitation of the above mentioned brain function disorders. In particular, it has been designed to train memory,
spatial orientation and navigation, as well as higher order
executive functions like path planing. The first VR scenario
we have chosen for training these cognitive abilities in daily
tasks is grocery shopping in a virtual supermarket: Patients
have to memorize a list of shopping items, have to navigate
through the supermarket in order to find and buy each item,
and should improve their path through the supermarket over
multiple training sessions.
Currently, the O CTAV IS system is being evaluated in four
hospitals, where it achieves high acceptance by both staff
and patients and was shown to be supportive for rehabilitation purposes. The high acceptance rates by experts and nonexperts, old and young, and disabled and non-disabled people reflects well our effort to develop the O CTAV IS system
as a general VR training platform.
2. The O CTAV IS System
A VR system for rehabilitation training has to satisfy several (partially conflicting) requirements. For example, the
VR should on the one hand be highly immersive, but on the
other hand has to be reasonably cheap and with a small spatial footprint. The navigation should be intuitive and natural,
but also feasible for handicapped people. Therefore, we followed the advice of Bowman and McMahan [BM07], who
argue that rather than trying to increase each parameter responsible for immersion, it is more important to concentrate
on the parameters mostly involved for the task.
2.1. Hardware Setup
Although there exists a variety of VR systems, most of them
are not suitable for our purposes. VR training on standard
desktop PCs does not offer a sufficient degree of immersion.
CAVE or MiniCAVE systems are highly immersive, but far
too complex, space consuming, and costly to be used in a
clinical environment. Head-mounted displays (HMDs) lack
of self-perception in the virtual environment, which makes
interaction (e.g., buying items) less intuitive.
Zell et al. / O CTAV IS: A Virtual Reality System for Clinical Studies and Rehabilitation
productscore
Zell et al. / O CTAV IS: A Virtual Reality System for Clinical Studies and Rehabilitation
Correctly Bought Products
Efficacy Questionnaire
20
interesting
motivating
15
usefull
10
memory gain
5
Stroke patients
orientation gain
improved shopping
Epilepsy patients
Figure 2: Results of O CTAV IS training for healthy seniors, stroke and epilepsy patients. Left: Number of correctly bought items
for each trial. Right: Ratings of training efficacy, concerning general appreciation (top) and perceived learning effects (bottom).
efficacy questions
interesting
4. Conclusion
motivating
From
usefullthe beginning the O CTAV IS system was designed and
developed
in a highly interdisciplinary effort by a team of
memory
computer scientists, psychologists, and medical scientists.
orientation
As such, and in contrast to most other VR platforms, it meets
orientation
the following crucial criteria for clinical use:
Acknowledgments
List A
List B
List A
free recall
real shoping
of
realEase
shoping
References
[BM07] B OWMAN D. A., M C M AHAN R. P.: Virtual reality:
How much immersion is enough? Computer 40, 7 (July 2007),
3643. 2
Cost efficiency: With costs of less than 20k Euro our system is cheaper than most multi-view VR systems and
therefore affordable for most neuro-rehabilitation clinics.
[DZK 12] DYCK E., Z ELL E., KOHSIK A., G REWE P., W IN TER Y., P IEFKE M., B OTSCH M.: O CTAV IS : An easy-to-use
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[GKF 12] G REWE P., KOHSIK A., F LENTGE D., DYCK E.,
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